Stormcast Eternals – Lord-Vigilant on Morrgryph

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STORMCAST ETERNALS WARSCROLL
Lord-Vigilant
on Morrgryph
12"
12
3+
5
A rare few Lord-Vigilants earn the trust and companionship of a Morrgryph, a creature sacred to the Bleak Raven. Their riders usually wield a long-hafted glaive for the reach it provides from their high saddle and its devastating power on the charge.
STORMCAST ETERNALS WARSCROLL
Lord-Vigilant
on Morrgryph
MELEE WEAPONS
AtkHitWndRndDmg
Hallowed Glaive [Charge (+1 Damage)]
Hallowed Glaive
Charge (+1 Damage)
53+3+12
Morrgryph’s Talons [Companion]
Morrgryph’s Talons
Companion
64+2+22
BATTLE PROFILE

Unit Size: 1      Points: 280
Base size: 120 × 92mm
Can be reinforced: No
Regiment Options: Any RUINATION CHAMBER, Any WARRIOR CHAMBER

Once Per Turn (Army), Reaction: This unit was picked as the target of a non-CORE ability
RUINATION CHAMBER: These veterans march where others cannot tread, fighting upon battlefields transformed into scenes of apocalypse. Even the most corrosive magics find no purchase on their souls.

Effect: Make a resistance roll of D6. On a 4+, that ability has no effect on this unit.

Once Per Turn (Army), Your Hero Phase
DIRECT THE ASSAULT: Surveying the battlefield, the Lord-Vigilant perceives a weak point in the enemy lines and orders their brethren to follow them into the breach.

Declare: Pick a friendly non-HERO RUINATION CHAMBER unit wholly within 12" of this unit to be the target.

Effect: For the rest of the turn, while the target is wholly within 12" of this unit, add 5 to the target’s control score.

Once Per Turn (Army), Any Charge Phase
VICE-LIKE GRIP: The Morrgryph pounces on an enemy leader, pinning them in the grip of its talons.

Declare: Pick an enemy non-MONSTER HERO in combat with this unit to be the target.

Effect: Roll 2D6. If the result exceeds the target’s Health characteristic, for the rest of the turn:
  • The target has STRIKE-LAST.
  • The target cannot use commands.
KEYWORDSRAMPAGE

KEYWORDS
HERO, MONSTER, FLY
ORDER, STORMCAST ETERNALS, RUINATION CHAMBER
Companion
Unless otherwise specified, this weapon is not affected by friendly abilities that affect weapon characteristics or the attack sequence, except for those that apply negative modifiers to it (e.g. ‘Covering Fire’).
Charge (+1 Damage)
Add 1 to this weapon’s Damage characteristic if the attacking unit charged this turn.
7.0 Combat Range
Each model has a combat range that extends 3" horizontally from its base and any distance vertically from that circle to form a cylinder. The combat range of a unit extends 3" horizontally and any distance vertically from every model in that unit. Units from opposing armies that are within each other’s combat range and that are visible to each other are in combat with each other. When a unit that is not in combat enters the combat range of a visible enemy unit, it moves into combat.

  • A unit’s combat range extends 3" out from every model in that unit.
  • If any enemy models are within a unit’s combat range and visible to it, that unit is in combat.
15.4 Flying
Units with the FLY keyword have the following passive ability:

Passive
FLY: Soaring above the battlefield, this unit can reach destinations that are inaccessible to other troops.

Effect: As this unit moves, it ignores other models, terrain features and the combat ranges of enemy units. It cannot end its move in combat unless specified in the ability that allowed it to move. Ignore any vertical distance moved for this unit.


When moving flying units, move them horizontally in any direction, ignoring intervening models and terrain, and place them where you wish, so long as they are allowed to end their move on that spot. Note that some units have the FLY keyword even if that unit can’t really fly. This often represents units that bounce, bound or skitter across the battlefield so adeptly that they might as well be flying!

The ORDER keyword is used in the following Stormcast Eternals warscrolls:


and others...

The STORMCAST ETERNALS keyword is used in the following Stormcast Eternals warscrolls:


and others...
Army List
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The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

The RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

32.2 Objective Control
At the start of the first battle round and at the end of each turn, follow this sequence for each objective in an order chosen by the active player:
  1. Starting with the active player, each player determines the control score of each of their units that is contesting that objective. A unit’s control score is the combined Control characteristics of all the models in that unit that are contesting the objective. Some abilities modify a unit’s control score, but it cannot be reduced to less than 1.
  2. Each player adds up the control scores of all of their units contesting that objective. This is their army control score for that objective.
  3. The players compare their army control scores for that objective. If one player’s score is higher, that player gains control of that objective. Once a player gains control of an objective, it remains under their control until their opponent gains control of it.

Sometimes objective markers get accidentally nudged while you are moving models around. This is perfectly fine - just remember to put them back in their proper positions when determining objective control.
15.3 Pile-in Moves
Some abilities, such as FIGHT abilities, allow a unit to make a short move called a pile-in move to get into a better position for combat. To do so:

If your unit is in combat: Pick an enemy unit your unit is in combat with to be the target of the pile-in move. Each model in your unit can move up to 3". That move can pass through the combat ranges of any enemy units, but each model must end that move no further from the target unit. At the end of the move, your unit must still be in combat with all units that it was in combat with at the start of the move.

If your unit is not in combat: Each model in your unit can move 3" in any direction. That move can pass through and end within the combat ranges of any enemy units.

  • Pile in: move up to 3".
  • If in combat, the unit must end the move closer, or at least as close, to the target enemy unit.
19.0 Strike-first and Strike-last
If there are any STRIKE-FIRST units in combat at the start of the phase, other units cannot be picked to use a FIGHT ability until those units have been picked to use a FIGHT ability. After all those STRIKE-FIRST units have fought, the active player picks the next unit to fight.

If there are any STRIKE-LAST units in combat, they cannot be picked to use a FIGHT ability if there are any units in combat that do not have STRIKE-LAST and have not yet used a FIGHT ability.

If a unit has STRIKE-FIRST and STRIKE-LAST, treat it as if it had neither.

There may be situations when a unit that has STRIKE-FIRST is not in combat at the start of the phase, but because of moves such as pile-in moves, it is ‘pulled into combat’ later in the phase. In such cases, STRIKE-FIRST has no effect on that unit because it was not in combat at the start of the phase.

Abilities that allow a unit to use a FIGHT ability immediately after another unit do not override the STRIKE-FIRST or STRIKE-LAST constraints, so you could not pick a unit with STRIKE-LAST to fight immediately after a unit with STRIKE-FIRST.

The non-HERO RUINATION CHAMBER keyword is used in the following Stormcast Eternals warscrolls:

© Vyacheslav Maltsev 2013-2024